Unused Dialog from Space Quest 6 - Addendum


Unless otherwise stated, none of the dialogue in these videos (to the best of my knowledge) appears in Space Quest 6. Of course, some of it MIGHT show up in the game, but I just haven't found a way to trigger it.

Most of the scenes in these videos (which were captured in DOSbox and cobbled together in Adobe Flash) have little to no animation and sound, but bear in mind that it's the dialogue that is the main focus here. The images are just there to put the dialogue in context. Incidentally, the title for these videos is an unused early version of the SQ6 logo I found in the resource files.


Part 1:

1. Some of Admiral Toolman's lines have alternate versions in the resource files. (322, 312, 324)

2. This seems to be a response to interacting with the photo booth a second time. However, it disappears after you take some pictures inside it, thus it's impossible to trigger this message in-game. (476)

3. An unused response to trying to interact with one of the barrels, most likely the one on this screen. (1128)

4. I haven't been able to determine what triggers this message. (1155)

5. Unused messages associated with the stains on the walls of Orion's Belt. (1091, 1064)

6. These messages seems to be ones that were supposed to play when you try looking at or interacting with a couple of the creatures in the arcade. I'm just hypothesizing which messages went with which creatures, but I'm pretty certain that the first two lines are part of the same message. (390, 351, 350)

7. You can't actually see the door in this screen -- ergo, there's no way to get this message. (371)

8. This line is from a small block of messages that seem to be from the Stooge Fighter III screen. Most of the things on that screen get a generic response when clicked on. (423)]

9. I'm not sure what this message was supposed to be associated with. (372)

10. The messages meant to be played when looking at and touching these two brains in Implants-N-Stuff were left out of the game. (590, 591, 614, 613, 594, 595)

11. You get a generic response when you look at or interact with this rubber ducky in the game. (727, 726)

12. Using the hand icon on the incapacitated Singent in the game results in a generic "it feels slightly gritty" response. (740)

13. An alternate version of Kielbasa's message to Roger. Notice that he says Delta Burksilon IV, not V. (1516)

14. Unused messages describing Roger's trash can. (1606, 1607)

15. Why this truly epic description of Sharpei wasn't used, I'll never know. It appears to be preceeded by a line from the narrator (not included here). (2817, 2818, 2819)

16. Alternate dialogue from Roger's rescue on Delta Burksilon. As you can see, it doesn't match what's taking place in the video all that well. (2750, 2751, 2802, 2752, 2753)

17. More dialogue from the rescue scene. (2756, 2776)

18. An unused narration of the funeral, plus one additional line from the Holochaplain. (1755, 1756, 1769)

19. A "surfer dude" version of one of Dorff's lines. (1371)

20. You get a generic response when you look at Sydney's detatched arm -- not this. (1888)

21. These are messages triggered by talking to, touching and looking at the light above the Mr. Soylent replicator -- none of which appear in-game. (3411, 3410, 3465, 3415, 3414, 3413, 3412)

22. An unused description of a view from the shuttle's cockpit. (2274)

23. Trying to repair the Divalium crystal. Roger's line IS from the game, but the one that follows isn't. This line differs very slightly from the one in the game -- the narrator isn't addressing the player as Roger like he usually does. (2138)

24. Possible alternate descriptions of the people in the Cyberspace waiting room. (2941, 2915)

25. Roger's unvoiced reaction to the number changer. (2918)

26. Looking at the number changer after adjusting it but before taking a card. (2975)

27. Oh my... (2929)

28. Different narration for when Roger confronts Dr. Belauxs. (2683)


Part 2:

29. Alternate versions of Roger's conversation with Dr. Belaux, plus some slightly redundant narration. (2693, 2511, 2510, 2642, 2643, 2516, 2515)

30. Unused dialogue from Roger after arriving inside Stellar's body. (2309)

31. Unimplemented narration for when Roger is pulling the piece of celery fiber free. (3097)

32. Unused messages from looking at and interacting with the larynx. (3134, 3135)

33. You CAN touch the epiglottis in the game, but you get the "What's the matter? Haven't you ever seen an esophagus before?" response...instead of this. (3137)

34. This exchange was apparently meant to take place after Roger gets rid of the nanites in the stomach. Seems like a hefty chunk of dialogue to leave out. (3083, 3084, 3085, 3116, 3111, 3117, 3118, 3110)

35. I don't know what (if anything) triggers either of these messages. (3248, 3238)

36. The text in the video pretty much says it all. (3169)

37. The first line actually WAS used, but the second one (3291) wasn't.

38. I suppose this message was meant to play when you try touching the brain, though I've never been able to trigger it. (3324)

39. A very different version of an existing line. If you listen carefully, you can hear other voices in the background. (3389)

40. Roger's surprisingly calm reaction to Sharpei's new appearance. (3392)

41. Apparently Roger was supposed to say this after giving Sharpei the fish... (3352)

42. ...And this after she expires. (3376)

43. This unused narration from the beginning of the epilogue seems a bit superfluous. (3022, 3023, 3024, 3025)

44. More narration from the epilogue that was left out, probably because this scene was icky enough without it. (283, 284)

45. I think I see why this might have been left out, since this joke was technically already used when Roger was miniaturized. (2465)

46. Several inventory items in SQ6 give you generic descriptions when you try looking at them, but all of these items (except for the photos) have their own descriptions in the resource files that for some reason weren't added to them. This includes Roger's infamous fish -- of all the things in SQ6 that were left without unique descriptions, why did that thing have to be one of them?! (137, 218)

47. An unimplemented description of the moddie label. (210)

48. The personal grooming assistant actually has a non-generic description, but it's the wrong one! It's a description of the hair you pull from it, instead of this. (69)

49. The rag hanging from the sawhorse outside the Cyberspace office was apparently an inventory item at one point. There's even an animation of Roger picking it up, but ironically, no inventory icon for it, so I drew one myself. There's also a pen that was once an inventory item from the same location. (114)

50. You get a generic "Pretty cool looking, eh?" response when you look at the helmet when it is partially or completely filled, not these responses. (214, 192)

51. The nerves and the electromagnet made with them were originally meant as inventory items. There are even inventory graphics for them in the game's resource files (which I found using SCI Viewer), which I've displayed here. (159, 158)

52. The first three lines DO appear in the game, but the last one doesn't. (70)

53. The narrator narrates the actions leading up to Roger's demise. (304)

54. I haven't been able to find any compartments in the shuttle that trigger this message. In fact, there isn't even a text version of this message in the resource files. (601)

55. Roger reads the lines from the game's one death message. (733, 732)

56. Gary Owens (the narrator) reads one of Roger's lines from the final game! There are actually a number of lines from the final game in the demo's resource files, but this and the one that follows are unique. (778)

57. My, Sharpei sure doesn't sound like herself today...(854)

58. Roger's voice actor asks for a retake. (190)